- Tier
- T3
- Posizione
- #107
- Tasso vittoria
- 48.59%
- Tasso scelta
- 0.41%
Volibear è attualmente classificato T3 nei dati ARAM Mayhem. Vedi guida campione

Nocturne è attualmente classificato T3 nei dati ARAM Mayhem.
Nocturne the Eternal Nightmare
Yes, if your team needs a direct backline threat and someone willing to start messy fights. Pick him when the enemy has fragile carries or low-peel mages, then force them to play scared behind their frontline. The tradeoff is that bad dives are punished hard, because Nocturne has to commit his body to finish kills.
Your job is to create panic, remove vision comfort, and make one enemy carry spend every defensive tool early. When a squishy target steps away from peel or uses mobility, go in and make the fight happen. If you dive before your team can follow, you turn yourself into the engage and the sacrifice at the same time.
Use it when the target is already exposed, when your team is ready to collapse, or when the enemy backline has split from its tanks. Do not press it just because it is available; wait for a dash, cleanse effect, shield, or key crowd control spell to be down. The upside is a fast pick, but the risk is landing alone into five players with no exit.
Target the enemy who deals the most damage and has the weakest escape at that moment. A fed carry with no mobility is ideal, while a tanky bruiser with peel nearby is usually bait. If the best target is protected, pressure the side angle first and force their support tools before committing.
Count enemy defensive tools before you dive, especially knockbacks, stuns, shields, and untargetability. If two or more answers are still ready, hold your engage and threaten from fog or the edge of the wave instead. Nocturne feels strongest when he chooses the fight, but he looks terrible when he is forced to walk out after a failed all-in.
Build damage when the enemy carries are easy to reach and your team already has frontline or follow-up crowd control. Add durability when fights last longer, the enemy has heavy peel, or you are the only champion starting fights. Full damage gives cleaner kills, but a sturdier build gives you more chances to survive the first counterattack.
It is one of the biggest skill checks on Nocturne. Use it for the spell that stops your kill, not the first random poke that touches you. If you block the right crowd control or burst spell, you keep moving; if you waste it early, the enemy can hold their real answer until you are already committed.
Yes, but only when the enemy is already close, trapped in a narrow fight, or distracted by your frontline. Walk in with your team’s pressure, save your defensive tool for the first counterspell, and commit only when a target cannot kite freely. Without ultimate pressure, your engage is more predictable, so patience matters more.
Stand where you threaten the backline without eating free poke. If the enemy wastes crowd control on your tank or misses a major ability, move forward immediately and make them respect the follow-up. The tradeoff is spacing: too far back and you add no pressure, too far forward and you get chipped out before the real fight.
Snowball can be strong when you need an extra way to enter or punish a low-health target. Use the first hit to mark a target, then decide whether the second activation is safe based on enemy peel and your team’s position. The danger is obvious: taking Snowball into a grouped enemy team can deliver you straight into crowd control.
Favor augments that improve burst access, sustained dueling, survivability after engage, or repeated target pressure. If an augment helps you live through the first few seconds after diving, it is often more valuable than pure damage against coordinated teams. Greedy damage augments are best when the enemy has poor peel and your team can follow fast.
Nocturne likes teams that can follow his engage quickly: divers, long-range damage, or champions with reliable crowd control. If your team has poke only, wait until enemies are softened before you ult, because they may not be able to enter with you. He struggles most when he is the only initiator and everyone else wants to stand far back.
Grouped enemies with point-and-click crowd control, strong disengage, and protective supports make his dives much harder. If they hold their peel for you, stop forcing the same backline angle and instead hit whoever steps too far forward. You do not always need the carry first; sometimes killing the exposed protector opens the next fight.
Slow the game down and stop ulting the same target on spawn. Look for enemy cooldowns, wait for your team to create damage first, and choose a target with fewer escape tools next time. Nocturne can recover with one clean pick, but repeated solo dives will feed the enemy exactly the fight they want.
The biggest mistake is treating every ultimate as a guaranteed kill button. In Mayhem fights, enemies often have extra tools, faster follow-up, or enough burst to punish a blind engage instantly. Use your ultimate to finish a setup, not to replace one.